What about LAN games? I mean offline games, do one have to connect to the worldserver then? and what stats do one use if not playing online games?
and if some people have their own (account)servers, then they might hack their accunt and place godlike stats? (as such destroy the fun in the game, unfair games)
What happens when the server is down? Is it then possible to play the game? if so, with what special skills/weapons? (stats that is)
This system sound abit like the Won authentication system, but this one is without cd-key that is (or is it?), and seems to be a better system

A.) You aren't logged in (or playing on LAN) so your progress wont be saved simple as that

B.) Data is stored on the server side. This opens the possibility of cheating tho, so only trustworthy LAN server admins are recommended.

C.) You get more/faster experience points thus you are able to levelup alot quicker (think of it like in counterstrike with the money).

Basicly it will be similiar to Blizzards Battle.net.

Theres the Closed version where player related data/progress is saved on our masterserver independantly from the game-servers.

And theres the Open version where player related data/progress is saved at the server you are currently playing on - Disadvantage is that the server admin could cheat by haxoring the savegame files. Also playerdata won't be available between different servers.

However I plan to have a snapshot feature for LAN-Partys.

Right before the LAN-Party starts, the Server admin downloads an account-snapshot which includes player-progress. Then he copies the snapshot on every LAN-Server and people who play on it will be able to play theire char from the point the snapshot was taken.

However all progress made during the LAN session will only be saved on the snapshots. It wont be possible to copy them back to the masterserver in order to avoid cheating.

The problem is that any form of local player-progress/data savegames can easily be hacked, however I think our solution is quite good.

If you get any other ideas feel free to suggest them.

Sex is like hacking. You get in, you get out, and you hope you didn't leave something behind that can be traced back

A.) You aren't logged in (or playing on LAN) so your progress wont be saved simple as that

B.) Data is stored on the server side. This opens the possibility of cheating tho, so only trustworthy LAN server admins are recommended.

C.) You get more/faster experience points thus you are able to levelup alot quicker (think of it like in counterstrike with the money).

Basicly it will be similiar to Blizzards Battle.net.

Theres the Closed version where player related data/progress is saved on our masterserver independantly from the game-servers.

And theres the Open version where player related data/progress is saved at the server you are currently playing on - Disadvantage is that the server admin could cheat by haxoring the savegame files. Also playerdata won't be available between different servers.

However I plan to have a snapshot feature for LAN-Partys.

Right before the LAN-Party starts, the Server admin downloads an account-snapshot which includes player-progress. Then he copies the snapshot on every LAN-Server and people who play on it will be able to play theire char from the point the snapshot was taken.

However all progress made during the LAN session will only be saved on the snapshots. It wont be possible to copy them back to the masterserver in order to avoid cheating.

The problem is that any form of local player-progress/data savegames can easily be hacked, however I think our solution is quite good.

is this idea being implmented? having an offline mode is would make this game much more enjoyable for me. I really like LAN parties and i really like the looks of this game. I think the whole server snap shot is a really cool idea, but even if i could host a game on my network and have a LAN game would be great.

A.) You aren't logged in (or playing on LAN) so your progress wont be saved simple as that

B.) Data is stored on the server side. This opens the possibility of cheating tho, so only trustworthy LAN server admins are recommended.

C.) You get more/faster experience points thus you are able to levelup alot quicker (think of it like in counterstrike with the money).

Basicly it will be similiar to Blizzards Battle.net.

Theres the Closed version where player related data/progress is saved on our masterserver independantly from the game-servers.

And theres the Open version where player related data/progress is saved at the server you are currently playing on - Disadvantage is that the server admin could cheat by haxoring the savegame files. Also playerdata won't be available between different servers.

However I plan to have a snapshot feature for LAN-Partys.

Right before the LAN-Party starts, the Server admin downloads an account-snapshot which includes player-progress. Then he copies the snapshot on every LAN-Server and people who play on it will be able to play theire char from the point the snapshot was taken.

However all progress made during the LAN session will only be saved on the snapshots. It wont be possible to copy them back to the masterserver in order to avoid cheating.

The problem is that any form of local player-progress/data savegames can easily be hacked, however I think our solution is quite good.

If you get any other ideas feel free to suggest them.

azelito wrote:So let's write that in the manual "Don't hold the button. Because that sucks"